One of the reasons I integrated psionics into the HiBRiD rules was that I felt they got a bad shake in every RPG I ever played. I hated (and still hate) psionics rules that require points to use, task rolls to use, or
force game balance through mechanical means.
To me, psionics should be consistent with the laws of physics; they should be cinematic but not mystic. Using them should be as easy as describing any non-psionic action. Game balance should be maintained by the setting...If you are powerful, it is only normal human nature that people will seek you out for whatever reason.
My first answer to using psionics before HiBRiD version 1.0 was the development of an add-on system for the Morrow Project role playing game. While the game had the most complex rules form combat, the rules for psionics were the loosest I had ever seen, so I used them as a basis for my first attempt at a workable system.
So here, as a treat, is that first attempt:
A New Method for Morrow Project Character
Psychic Ability Determination
Foreword
The Morrow Project is founded on a great gaming premise. While not
fond of the system’s numerous charts, tables, and complex combat systems, I
know other people do like them, lumps and all. But the incompleteness and
brevity of its rules with regards to psychic capabilities of characters are
cursory and ill defined. The rules presented here are offered as a substitute
for those provided in the Morrow Project game book TM 1-1.
Section 1: Important Attributes for Psychic Abilities
For the most part, the attributes in
these rules are the same as listed in TM 1-1, however there are two main
differences.
Reconsidering an Old Attribute: PSI
The first difference, under these guidelines, lies in what the PSI
attribute represents. PSI is still considered an inherent Attribute in all
characters. It is not only used to represent a character’s potential to possess
psychic abilities, but also his ability to defend himself against psychic
attacks.
If your character possesses psychic abilities, the PSI Attribute also
represents the total capacity of all of his psychic abilities. If your
character possesses 2 or more psychic abilities, you need to divide this PSI
between all of his psychic ability Force Values (which will be
explained shortly), though you may do so in any way you choose.
Unlike many of your character’s other attributes, your character’s
PSI Attribute cannot be improved.
Adding A
New Attribute: Perception
One thing of importance lacking in the Morrow Project rules is an
attribute representing your character’s Perception (hereafter
noted as PERC). Perception represents your character’s physical
and mental ability to perceive his surroundings accurately. Perception is the
attribute that determines how hard it is to sneak up on your character, his ability
to sense poisons or chemicals, and his ability to observe distances when
determining such things as ranges for both direct and indirect fire weapons.
Perception also determines how far away your character can accurately discern
one distant object from another. Your character’s range for visual acuity is
designated as 5 meters times your character’s PERC. (Thus, with a PERC of 10,
your character can discern between a target and a non-target on a clear day
from 50 meters away.)
Perception is also an important attribute for your character if he
possesses psychic abilities, as it helps to determine his initial Control Value
with his these abilities as well as the range over which they may be used.
These will be explained in Section 3 more thoroughly.
Like his PSI Attribute, your character’s PERC Attribute cannot be
improved.
Determining
Your Character’s Attributes
Morrow Project is a role-playing game, and you should be able to
play the role of a character you enjoy rather than one that has been designated
by dice rolls. Rather than randomly rolling for your character’s Attributes,
you may simply assign 85 Points among your character’s attributes (INT, STR,
PSI, PERC, LUCK, DEX, CON, CHAR). You should still follow the maximum and
minimum limits as outlined in the Morrow Project TM 1-1 Rule Book.
Section 2: Creating Your Character
For the most part, the process for making a character is not
changed from that described in TM 1-1.Besides the differences in
determining Attributes mentioned above, use the following rules for determining
your character’s psychic abilities rather than those listed in TM 1-1.
Step 1: Determine if your character possesses psychic
abilities
To determine whether or not your character possesses
psychic capabilities, add your character’s PSI and Luck Attributes.This
determines the percent chance your character possesses a psychic ability. If
you roll this number or less on a d%, your character possesses psychic
abilities beyond those required to defend himself.
Step 2: Determine the number and type of psychic
abilities your character possesses
Once you have determined that your character actually possesses
psychic ability, you need to determine how many and what type of abilities
your character possesses. Tables are included here for those of you who like
tables and want to determine all character psychic abilities randomly. If you
want to, however, and the Project Director agrees, you can just use the first
chart to determine the number of abilities your character gets and choose the
actual abilities from those listed in Step 3.
Kinetic Abilities-These abilities allow your character to manipulate matter and/or
energy on the atomic or quantum level by mere thought.
Mentalic Abilities-These
abilities represent the ability to perceive and manipulate the mental processes
and infinitely subtle electrical patterns of any creature with any sort of
neuro-biological function.
Correspondent Abilities-These
abilities represent the ability to perceive and manipulate an object’s distinct
and absolute position in both time and space. Unlike kinetic abilities, which
generate force to move or affect objects or energy through space on a given
timeline, correspondent allows your character to literally break down these
barriers, and hop from space to space on a given timeline, or between two
different timelines in a given space.
Table 1: Ability Type Table
01-25 One Kinetic Ability
26-99 One Mentalic Ability
00 Unique Ability (Roll on Table 2)
Table 2: Uniqueness
01-45 Two Kinesis Abilities
46-90 Two Mentalic Abilities
91-99 One Kinetic and One Mentalic Ability
00 One
Correspondence Ability
Step 3: Determine the specific psychic abilities your
character possesses.
Once you have determined how many and what type of abilities your
character possesses, you need to determine which specific ability your
character possesses. Again, the tables are provided if the Project Director
wishes to use them, otherwise, simply choose from the 14 abilities listed below.
Table 3: Correspondence Abilities
01-75 Place
76-00 Time
Table 4: Mentalic Abilities
01-25 Emotions
26-50 Thoughts
51-75 Perceptions
76-85 Dreams
86-95 Drives
96-00 Memories
Table 5: Kinetic Abilities
01-30 Telekinesis
31-60 Thermokinesis
61-85 Biokinesis
86-90 Electrokinesis
91-95 Photokinesis
96-00 Sonokinesis
Step 4:
Determine your character’s starting Force Value and Control Value
for each of his psychic abilities.
Once you have determined which specific psychic abilities your
character possesses, you need to determine how powerful your character’s
ability is(as measured by a value known as the ability’s Force Value)
as well as how much control he can exert when using his abilities (As measured
by a value known as the ability’s Control Value.)
The Force Value
The total amount of force (or the extent to which your
character can use a psychic ability) is determined by a number known as that
ability’s Force Value. If your character possesses one such
ability, then that ability’s Force Value is simply equal to your character’s
PSI attribute. Because the PSI attribute represents the total
amount of psychic ability your character possesses, if your character possesses
more than one ability, then his PSI attribute must be divided between the two
abilities, however you are free to do so as you see fit. Once you assign an
ability’s Force Value, it remains that way throughout the rest of your
character’s life.
The exact definitions and capacities that the Force Value
represents in game terms are described more specifically in Section 3.One
common feature to all telekinetic abilities, however, is that each
ability’s Force Value represents the amount of damage the ability can directly
cause to a living target in a single combat round.
The Control Value
The amount of accuracy and control your character possesses with a
psychic ability is called its Control Value. Your character’s
initial Control Value is determined by adding his Luck and Perception
Attributes. This determines his percent chance of successfully using or
controlling the ability, depending on the ability’s description. Your
character’s control value is increased just as any other skill in the game.
Section 3:Psychic Ability Descriptions
The Kinetic Abilities
Thermokinesis
This ability allows your character to increase (Pyrokinesis)
or decrease (Cryokinesis) the vibrational movement of the
molecules within a target to the point where its temperature starts to rise or
fall, and will continue to rise or fall for as long he concentrates. Once
concentration is terminated, the object’s temperature will take as many rounds
to cool down to its normal temperature as it did to heat up.
When used invasively, this ability may be used to either burn one
specific area on the target's body or to generate a large amount of heat
throughout the creature's body water. Using this ability in either of these
ways does a number of points of damage per round equal to your character's
Force Value. In non-living targets, this ability’s effectiveness is dependent
on the nature of the material being affected. Both of these invasive uses of
this ability require a successful Task Roll in order to perform them.
Photokinesis
This ability allows your character to perceive light in all
wavelengths from the ultraviolet to the infrared spectrum with not only his
eyes but also his entire body as well. Task Rolls are required to sense light
within the UV and IR regions.
This ability also allows your character to alter the intensity of
light within the range of his Perception. He can make lit areas darker to the
point where shadows may actually be created or destroyed as well as areas of
intense light. He can move shadows or patches of light (known to some
photokineticists as “light shadows”) about in willed shapes if he maintains
concentration. Once your character ceases to concentrate, the image disappears.
This ability also allows your character to alter the path or
wavelength of light around any object or person within the range determined by
your character’s PERC attribute. Any target so cloaked is undetectable by
normal senses when immobile, and when mobile, a Critical Success is
required on a Task Roll to perceive the target object or person.
Finally, this ability allows your character to manipulate light to
such an extent where the wavelength may be made uniform and the intensity powerful
enough to create a laser powerful enough to burn holes in steel given enough
time and a strong enough light source. This requires a Task Roll to
successfully create the laser beam. Such a beam from a strongly illuminated
room can burn through 1 mm of metal per round of concentration and cause one
point of damage to living creatures for every point of Force value your
character possesses.
Biokinesis
This ability gives your character an intimate knowledge of the
relationship between his mind and his body. As a result, he is able to
voluntarily control functions of his body that normal people cannot.
The first thing a biokinetic character can do is elevate one or
more of his attributes for a short period of time. He may increase an Attribute
by one for every point up to the number designated by his biokinetic Force
Value. It takes an entire minute of concentration to initiate this ability,
however it is unlike other kinetic abilities in that it may be maintained without
concentration for 1 round per day for every 10 points of Control Value. The
amount of time your character wishes to maintain may be designated before
initiating this Attribute elevation or consciously terminated by spending a
round concentrating, and may be split up between several uses of the ability.
A character with this ability is able to heal one point of Sp/Bp
on his person for every 10 points of his Control Value per hour of meditation.
This ability also allows your character to attune his body to that
of another and actually take on the wounds sustained by that person, leaving
the other creature fully healed. Your character may absorb one point of Sp/Bp
per round from any animal or human for every point of Control Value he
possesses.
Finally, this ability allows your character to regenerate an
amputated limb in 25 days minus one day for every point of Force Level he has
in the ability.
Sonokinesis
This ability allows your character to pick up sounds not only with
his ears but with his whole body as well. It allows your character to determine
the distance and direction of any sound, or to pick up sounds beyond his normal
perceptual range (in the super and subsonic frequencies) with a successful Task
Roll.
This ability also allows your character to manipulate the
intensity of any perceived sound in range, either dampening it or making it
louder. He can also sustain a sound at a given loudness as long as he actively
concentrates on doing so. Additionally, this ability allows your character to
manipulate any perceived sound’s frequency and timbre, to change it into a
different sound that he has heard before, with a successful Task Roll.
Finally, this ability allows your character to manipulate the
intensity and frequency of a given sound to the point where it is just a loud
noise that fluctuates between dissonant cacophonies and resonant piercing tones
to disrupt the bonds within matter, thus decreasing the molecular bond
integrity for the time the character concentrates upon it. The character may
thus permanently change the molecular structure and matrices of the object even
after concentration is terminated. The character may affect all objects living
and nonliving mildly in the area within a radius determined by the character’s
PERC range, or may be targeted on one target with rather severe effects. This
invasive use of this ability does one point of damage for every point of Force
Value your character possesses.
The Mentalic Abilities
The Correspondent Abilities
While these Abilities may seem to cause all sorts of potential
problems such as paradoxes, time in HiBRiDÓ is considered an entity where
the future of a single timeline cannot be changed. Since a Time point can have
an infinite number of Time lines going through it, it can be seen that what
actually happens is that the character merely changes directions at a given
Time point, effectively leaving one time line and entering another
simultaneously. Likewise,
the Place ability follows the maxim that matter can not occupy the same
space. Any attempt to teleport that
would result in teleporting into an object results in a failed teleport, and
losing a number of damage points equal to 100 points minus a number of points
equal to your character’s current Control Value.
Place
This ability allows your character to teleport. He can teleport 10
meters for each point of his Force
Value. A successful Skill roll allows
your character to successfully teleport.
A failure on the Control Task Roll drains your character of a number of
damage points equal to the number of percentage points your character fails his
roll by, in addition to not allowing your character to travel through time.
Time
This ability allows your character to travel through time a number
of rounds equal to his current Control Value.
Your character can remain in that time period for a number of hours
equal to his Force Value. A failure on
the Control Task Roll drains your character of a number of damage points equal
to the number of percentage points your character fails his roll by, in
addition to not allowing your character to travel through time.
Section 4:Using Psychic Abilities
Range and Perception
Psychic abilities require your character to perceive a target in
order to affect it. This is why your character’s initial Control Value is
strongly influenced by Perception. But your character’s Perception also has an
effect on the range over which many of the abilities can be used.
A restriction on all of the Kinetic Abilities (except Biokinesis)
as well as the Mentalic abilities is that they can only be used when your
character gains a clear line of sight with a target. A line of
sight cannot be gained if a target is outside of your character’s
visual range of acuity as determined by his Perception Attribute, or if your
character is unable to directly perceive the target in some other
manner.(Because Correspondent abilities affect reality directly, different
restrictions are placed on the ranges and durations of these abilities.)
Biokinetic abilities may only be used to
affect your own character or when your character is touching a target. In such
cases where your character is attempting to affect a target, you need to make a
Perception check in order to get in tune with the target’s body.
Psychic Combat
Whenever your character attempts to read or affect the mental
patterns of target possessing no mentalic abilities, the target
will be completely oblivious to the attack. If your character attempts to read
or affect the patterns of another character with mentalic
abilities, the target will know of the invasion automatically, and the attack
is considered an automatic failure until the two mentalically able characters
resolve the situation through mentalic combat.
In order to resolve mentalic combat, both characters simply make
opposing Task Rolls. The character that
succeeds to a larger degree is the winner, and remains the dominant combatant
for a number of rounds equal to the winning character’s Force Value.
Well, that is about it for psychic combat. Good luck, and may your character’s head not
explode…